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  1. How many floppy disks would it take to store the dark mod and all its missions?

    1. Show previous comments  4 more
    2. Obsttorte

      Obsttorte

      The latest ones I remember could store a bit over 3MB. If Mr. Bohr is right with the size we would talk about 3600 disks.

    3. freyk

      freyk

      and the drives van play music:

    4. peter_spy

      peter_spy

      That's gonna be hell of a Christmas present.

  2. Hey all, Here's a compilation of various sounds that can be used in your FMs as ambience or environmental tracks. I'll be adding more tracks in the coming weeks / months across a range of different ideas. You'll hear some thief inspiration, as well as some silent hill; I'm still stuck in the 90s so I try to keep the tracks reminiscent to that generation of computer gaming Most are fairly minimal with 1 or 2 layers, but I can compose something more melodic on request. Feedback / comments welcome! I hope you can find some use for them. https://tecknic.bandcamp.com/album/the-dark-mod-ambience-and-atmospheres
  3. Well I have tried the Win8 Dev Preview. Doom 3 is working fine and Dark mod too . I only have problems with Dark Radiant (windows not updating, brushes not shown...), on Windows 7 disabling Aero did the trick but it seems you can't deactivate Aero in Windows 8. Too bad because W8 is working quite nice for an alpha version.
  4. Hey, I have a bunch of interesting maps I made years ago, that might suit TDM however they were made in GTK Radiant. I have a current vers of GTK Radiant 1.6.4. Does anyone know of any programs that might be able to convert brush/patchwork over to TDM? I don't need any entities or anything, just the brushes and patches. Is this possible? Even if it was, they'd need masses of work to make them useable in TDM. Here's a pic of one I think will suit TDM, which was from a map I was working on in GTK but never finished. I'd love to get this patchwork n stuff into TDM, and you can't just select it n paste it in, lol tried that lol. There's 4 sides to this complex and two stories. Sort of a hogwart look. Here's another that could be a prefab if shrunk. Thanks Ven
  5. When playing The Dark Mod I can not use system keyboard shortcuts like Alt-Tab, Esc or Alt-F4. This means that the only way to exit the game is by going to the main menu and quiting there. And there is no way to just minimize it. This is extremely annoying, particularly when I accidentally click an other window after I run the game, but before it loads its window because that means that the game window will appear under the current window and it will lock my mouse and I don't see anything from it, my only option in this case is long holding the power button to turn off the computer. The another problem is that the brightness and the gamma slider does not do anything, there is no way to set them which makes the game annoying to play, because everything is very dark. When I was using Windows these never happened. If I run the .exe using Wine it has no problem (except that the frame rate is decreased to its half). Why is it happening? What should I do?
  6. Not the kind that regenerate like hell from a scrap of flesh, but European mythological ones, nonsapient creatures that have big noses like a howler monkey and turn to stone in sunlight. Would they fit in, or are they too "high fantasy" for the "low fantasy" TDM universe?
  7. "Let's play the REAL fourth Thief game!"
  8. Hello Thiefette, how are you? What is your favorite Dark Mod mission? :)

    1. Thiefette

      Thiefette

      Hello Carlton Troisi - My apologies for not replying sooner, but am not on much these days and am just seeing your comment. I don't know that I have a particular favorite mission, but I prefer ones with lots of loot, lots of objectives and lots of stealth. How about you?

       

    2. CarltonTroisi

      CarltonTroisi

      Haha, just saw your reply now. I would say Volta and the Stone 1 + 2, both Accountants, Requiem rank high up there. I just saw your comment about getting turned around; I get lost all the time! I think I might steal your trail of breadcrumbs idea.. can't believe I haven't thought of it til now!

    1. nbohr1more

      nbohr1more

      I've got a little drool thing going on now... Sperry is one of those authors.

    2. Bikerdude

      Bikerdude

      Exactly..!! He is the one who inspired the Like's of Melan and Skacky!

  9. Who else here has read "The Dark Pond"? It's a story about a native American boy in the modern day, who discovers a monster from native American mythology is preying on the wildlife of the forest near his school, and gets visions in his dreams from a female fox spirit animal. I ask because I wonder of it could be adapted to the Dark Mod, in an adventure set in the New World.
  10. Hi there everyone! Okay so I am new to editing and I need help with making a Doom 3 map on Dark Radiant ==First Question[Objectives]== How do you make an objective like you go up to a door and then it give you an objective to find a key or sentry to unlock it ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ==Second Question[Animation Problem]== Also, when I try to put monster_zombie_fat_eating when I play the map it says missing eating_arm animation how do I fix that ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ==Third Question[Making Blood]== I need help with putting blood like on the floors or walls because everything I do doesn't work how do I put it ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ==Fourth Question[sentry Bots]== Also, how do you set a path for a sentry then have it go on that path for you to follow it and can you make it follow you with out a mod ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Thanks! I will probably have lots more questions as I get to them -Fluffinster
  11. Thought you might like to know, TDM got an article on Rock Paper Shotgun, today recommending missions. Good to see the game getting interest! https://www.rockpapershotgun.com/2017/07/10/the-dark-mod-thief-missions/
  12. ./configure ran fine (though I had to install extra, unlisted packages before it said there was python scripting support*). Then I got this during make: In file included from main.cpp:13:0: log/PIDFile.h: In constructor 'applog::PIDFile::PIDFile(const std::string&)': log/PIDFile.h:42:31: error: 'class boost::filesystem3::path' has no member named 'file_string' make[2]: *** [darkradiant-main.o] Error 1 Any idea what I can do to fix that? *The extra packages (not listed in the wiki) I installed in order for python scripting to report as available were as follows: lib64gtksourceviewmm-2.0-devel python-gtksourceview-devel lib64gtkmm2.4-static-devel
  13. Welcome to the Dark Mod forums! I enjoyed browsing your gallery. =-)

  14. Hello dear TDM-Editors, my question is pretty simple, but though important for me. Is it somehow possible to use 3ds max as the leveleditor? If not, is there a way to make the mesh in max and export it correctly to DarkRadiant? A long time ago, I've heared about the possibility to use gMax. My purpose is to use my Space Navigator, which becomes a very handy tool, navigating through komplex 3D Models. Or is there an easy way to implement this in Dark Radiant? Thank you for your answers! b1ackT
  15. Google mobile is on the forums online user lists (in addition to google)... never seen that before

    1. nbohr1more

      nbohr1more

      He's a pretty cool guy. You ask him to find stuff and he'll usually turn up the goods. A little nosy though...

  16. I was quite happy playing Dark Radiant on Windows 7 Release Candidate, by running it in "Windows XP Compatability Mode". Without it, DR was jerky, slow, often unresponsive and crashed a fair few times. Unfortunately, the RC has come to an end and I've had to install a full copy of W7 (I've gone with Ultimate edition). All of a sudden, I can't get XP compatability mode for Dark Radiant. I can get it for other programs, but for some reason DR's compatability options only go back as far as Vista. This basically renders DR as unplayable on my PC. Does anyone know how to solve this issue? Will a Windows 7 version DR be released?
  17. Hello, 00.. are you new here? What is your favorite Dark Mod mission? cheers

  18. Personally I think this is the worst idea ever. The Reason forums has LOADS of info and knowledge, built up through years and years. I'm really sad to see it go away, and I can't understand why they've made this decision. https://www.propellerheads.se/forum/showthread.php?p=1579099#poststop
  19. I did some searches but seach terms for "windows 7 dark radiant" bring up all sorts of things about actual windows. I loaded up TDM on Windows 7 x64, went ok, but the first level I played was super slow (1 frame every 5 seconds or so once it was loaded). Updating video drivers fixed it, but I get something similar in dark Radiant and don't know if they are related. When I install and load the x64 or x86 versions, it takes forever for the views to respond. The grid views take a long time to come up, and clicking or dragging takes 5 minutes or more to register. Are the two related? Do I have a video driver issue, or do others have issues with Dark Radiant in 64 bit Windows 7? I loaded the editor up in a virtual XP and everything runs smoothly, but I don't think I can test things that way because of the low VM graphics. AMD Phenom X4 9600 Asus Crosshair MB Asus GeForce 8800 GTS 2x 2GB Crucial Ballistix DDR2 800Mhz Windows 7 x64, clean install
  20. With the recent pricedrop of the Rift VR, will there be a VR option? PLEASE SAY YES!
  21. Hello, I see you are new here. Do you have a favorite Dark Mod mission?

    1. PsymH

      PsymH

      Greetings!

       

      But I'm not so new xD I write not so often in this forum, I'm more the silent reader :D

       

      I have no particular favorite. I prefer large missions with cities or mansions. Also in the last year I don't have many time to play.

       

      Cheers, Martin :-)

  22. I am reporting here my experience with compiling TheDarkMod from sources on Linux. I am going to attach some patches, but beware that especially the ones related to build may be specific to the system.I have used a Gentoo Linux distribution, with multilib enabled (that means that I have a lot of libraries compiled also in 32 bit version).Relevant packages:GNU compiler: 5.4.0Boost libraries: 1.62.0The Dark Mode: SVN trunk (2.06+, last commit: 6731, Dec 15, 2016). Finally, I am new to this program and I have gone mostly from scratch, likely ignoring a big deal of lore that may demonstrate some of this as obsolete, non-optimal or plain wrong and dangerous. I'll try to catch up with the threads developing on the subject. I downloaded the sources with: git svn clone --stdlayout https://svn.thedarkmod.com/publicsvn/darkmod_src thedarkmod git tag FromSVN # to keep track of my own changes (because I am the GIT type), and it took long. Nothing I am writing here depends on using GIT instead of SVN anyway. First, I should have applied immediately NightStalker's patch. I didn't, and I regret. It's from this forum, at http://forums.thedarkmod.com/topic/18544-time-saver-build-fix-for-sconslinux-compilation. Also, I did some tuning on the build scripts, that are good for general purpose but not for distribution (the distribution plays safe and assumes Pentium3). I enabled as many CPUs as available and the "native" instruction set (build_tuning.patch.txt). IDLib tries to forward-declare std::basic_string, which is a standard C++ class; unfortunately its declaration is an implementation detail, and the one in PUGIXML turns out to be incompatible with the one shipped by GCC: error: reference to ‘basic_string’ is ambiguous std::basic_string<char, std::char_traits<char>, std::allocator<char> > PUGIXML_FUNCTION as_utf8(const std::basic_string<wchar_t, std::char_traits<wchar_t>, std::allocator<wchar_t> >& str); And the system string class from GCC 5 is different from the one that was used to build the Boost libraries that are shipped. Sadly, the only thing I could manage was to hard-code the system Boost libraries in the build paths. In my case they are at /usr/lib32, so the magic took the form of: grep -r -l -e 'lib/libboost' * | xargs sed -i -e 's@/usr/local/lib/libboost\(.*\).a@/usr/lib32/libboost\1.so@g' -e 's@#.*linux/boost/lib/libboost\(.*\).a@/usr/lib32/libboost\1.so@g'boost_link.sh.txt (note the "/usr/lib32/" path in two places). This, and changing PUGI header (pugi_strings.patch.txt) did the job. Now, there are linking problems with duplicate definitions. I really do not understand how that thing was supposed to work, but anyway I changed the definition of INLINE for GCC so that it avoids emitting multiple definitions for the same functions. Also I had to manually fix a couple of places for the same reason (inline.patch.txt). Next, a recent commit added a source file (idlib/geometry/RenderMatrix.cpp) but it did not add it to the source list for Linux build. There is also some piece that is Windows specific and that needs to be disabled (RenderMatrix_in_Linux.patch.txt). After this, running ./linuxBuild.sh produces gamesx86.so and thedarkmod.x86, which I copied manually into the directory where I had a downloaded installation (2.04), and that makes it a 2.06. The updater has still Boost link problems, so I use the shipped one. Just that. Now compilation works to me all the way from commit 6600 to 6731, with some exceptions here and there. The first commit works well enough that I could actually start playing Saint Lucia. The latter, though, is buggy in that my character is always considered in deep darkness: convenient for him, but not for my gameplay. More about this in another post, I guess. If you want to give these patches a try, you can run patch -p1 < patchname.patchin the main source directory (the attached patches should be renamed, with .txt removed; the shell script operates the substitution above).
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